Commit Graph

15004 Commits

Author SHA1 Message Date
Rachael Alexanderson ecdc485e05 - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display. 2018-08-09 15:13:26 -04:00
Magnus Norddahl d121fa21bf - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +02:00
Christoph Oelckers 863b9fff8a
Make dither texture data constant 2018-08-08 08:43:46 +02:00
Rachael Alexanderson 24e2c3a611 - replace dither texture with a hand pre-calculated table) 2018-08-07 20:47:17 -04:00
Magnus Norddahl 31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Rachael Alexanderson 07c9db682d - change 'halfstep' in the dither shader to a #define 2018-08-07 17:06:05 -04:00
Rachael Alexanderson 1cfed9de45 - expand the dither matrix from 4x4 to 8x8 2018-08-06 23:00:20 -04:00
Rachael Alexanderson 0cfe79d85d - further math tweaks 2018-08-06 21:51:23 -04:00
Rachael Alexanderson cdd77ad5fa - fix up a bit of math on the dither shader 2018-08-06 21:37:45 -04:00
Magnus Norddahl 7362070504 - add dithering to present shader 2018-08-07 03:03:40 +02:00
Christoph Oelckers 4c20553a62 Revert "Add RenderStyle API"
This reverts commit 8c7d3b6ab8.

With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie 8c7d3b6ab8 Add RenderStyle API 2018-08-05 09:44:05 -04:00
Marisa Kirisame 51b57cebb1 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 09:42:40 -04:00
Marisa Kirisame a2f7d36dc3 Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated. 2018-08-05 09:40:01 -04:00
Magnus Norddahl 48c83d36b5 - add post processing support to the software renderer and softpoly 2018-08-04 14:58:55 +02:00
David Carlier 1e11ce3bee Texture data overlap occuring here, using memmove instead. 2018-08-04 09:21:55 +03:00
alexey.lysiuk 9d2b7e560b - fixed compilation warning reported by MSVC
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk eeec943cc0 - bump version number 2018-08-03 16:27:37 +03:00
Rachael Alexanderson bc9ba4d306 - these should not be here. they are just unused templates I forgot to remove 2018-08-02 09:54:55 -04:00
Rachael Alexanderson 29bb32c039 - export resolution strings to the language file 2018-08-02 09:53:34 -04:00
Rachael Alexanderson bd1e484c1e - redo the menu a bit, add in some C++ support code to make it a little bit more flexible
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Sterling Parker 68bd618aaa Initial "resolution mode selector" implementation 2018-08-01 07:20:35 -06:00
Magnus Norddahl 00ada6cf56 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 22:09:40 +02:00
Magnus Norddahl 5b8a016cad - add vid_hdr cvar that enables higher than 8bpc output for monitors that support it 2018-07-30 22:01:05 +02:00
Christoph Oelckers a516210b18 - always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers 6634416b89 - allow skipping optional arguments of the parent function in a virtual override definition.
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers ff69d945e1 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk 269ca3155a - fixed buffer overflow in saved game comment
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk e9041c0697 - fixed potential garbage collection of still referenced objects
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable

https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers 7e69cd862e - restore the viewport after the SSAO pass.
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame 66f616dc1a Set default window size to 80% of current display in SDL.
Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk 477d2d0389 - center Cocoa window on vid_setsize CCMD 2018-07-28 18:17:25 +03:00
Christoph Oelckers 7c39773f98 - somehow the fullscreen default got reset... 2018-07-28 14:28:48 +02:00
alexey.lysiuk 8fab9f8c13 - set default window size to 80% of screen in Cocoa backend 2018-07-28 15:05:06 +03:00
Christoph Oelckers 9768698eda - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers 843e9e950f - make the non-fullscreen window default to 80% of the current display size on Windows. 2018-07-28 11:57:51 +02:00
alexey.lysiuk d58fe1f78a - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers 0d8d860c93 - moved the win_* CVARs to a single platform independent location. 2018-07-28 10:27:41 +02:00
Christoph Oelckers 3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Magnus Norddahl 990f02d7c5 - add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded 2018-07-28 04:57:23 +02:00
Christoph Oelckers c60b4239ed - more parentheses. 2018-07-27 20:55:57 +02:00
Christoph Oelckers bb5dc92225 - added information about full OpenGL features support to survey code. 2018-07-27 20:47:23 +02:00
alexey.lysiuk 5011f1b33b - updated Travis CI configuration with Xcode 9.4 and GCC 8 2018-07-27 16:34:18 +03:00
Christoph Oelckers 9653aa95a4 - fixed: The BossCube must account for its target being gone. 2018-07-27 08:46:28 +02:00
Marisa Kirisame 79f0deaff4 Implement vid_setsize on SDL backend. 2018-07-25 10:34:52 +03:00
Christoph Oelckers 96bb8a779c - fixed incomplete reordering of code. 2018-07-23 21:17:57 +02:00
Christoph Oelckers 6076f0a69d - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk 3a6e05710a - fixed missing decals on 3D floors with hardware renderer
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson 63393e8f1a - fixed: use `templates.h` function for minimal value check
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl b1468d9dcc - somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL! 2018-07-22 22:51:08 +02:00